( = 303)
Note . Values for final sample are M (SD ).
The dispositional tendency toward aggression was measured by a German version of the Aggression Questionnaire by Buss and Perry (1992 ; Krahé & Möller, 2010 ). The original Aggression Questionnaire comprises aggressive behavior (physical aggression, e.g., “I may hit someone if he or she provokes me”; verbal aggression, e.g., “I can’t help getting into arguments when people disagree with me”), anger (e.g., “I have trouble controlling my temper”), and hostility (e.g., “I know that ‘friends’ talk about me behind my back”) as facets of dispositional aggressiveness and has a total of 29 items. Four new items were added to measure relationally aggressive behavior (e.g., “I have sometimes spread rumors about someone who had treated me badly”), bringing the total number of items on this measure to 33. Responses were made on a 5-point scale ranging from 1 ( not at all true ) to 5 ( exactly true ). A total aggression score was computed for each participant by averaging responses across the 33 items.
Normative acceptance of aggression was measured with a vignette describing a provocation scenario based on Krahé and Möller (2004) . The scenario described a confrontation where the protagonist was criticized unfairly by a colleague in front of others and then finds himself/herself alone with that colleague later in the day. The protagonist was described as male or female to match the participants’ gender. A total of 11 aggressive responses by the protagonist toward the colleague were presented as potential actions in that situation (e.g., “to scream at him”, “to insult him”). Participants were asked to indicate, on a 5-point scale, ranging from 1 ( not at all ok ) to 5 ( very much ok ), how acceptable they would find the response in that situation. Ratings were averaged across the 11 items to create an overall index of normative acceptance of aggression. Huesmann and Guerra (1997) have previously found that norms of this type are predictive of aggressive behavior and related to observation of violence.
To control for order effects, we created different versions of the questionnaire in which each dispositional measure appeared once in every possible position. The media violence exposure measure was always presented first because it was most closely related to the theme of the study (i.e., a study on emotional reactions to films), as advertised to the participants.
Violent film clips.
Two violent film clips were used in the laboratory part of the study. 2 The first was taken from the film Casino ( Scorsese, 1995 ) and lasted a total of 2:19 min. Within the clip, two critical violent scenes were selected, lasting 59 and 32 s, respectively. The second clip was taken from the film Reservoir Dogs ( Tarantino, 1992 ) with a total length of 4.41 min and two critical scenes of 60 s each. The clips were selected on the basis of a pilot study with 87 undergraduate students that showed them to elicit strong negative affect, in particular anxiety. They had also been used in a previous study by Moise-Titus (1999) and were found to elicit high levels of anxiety.
Based on the results of the pilot study, two clips were selected to elicit sad mood. One was taken from the film The Champ ( Zeffirelli, 1979 ) and lasted 4:19 min. The first critical sad scene lasted 106 s, and the second sad scene lasted 104 s. The second clip was selected from the film Stepmom ( Columbus, 1998 ) and lasted 4:12 min. The two critical scenes lasted 93 s and 92 s, respectively.
The two funny clips were also selected on the basis of the pilot study. Selection criteria were that they contained an action element (excluding purely verbal humor) and that there was no aggression (excluding slapstick scenes, e.g., cream cakes being thrown into a person’s face). The first clip was taken from Monty Python’s Life of Brian ( Jones, 1979 ) and had a total length of 4:07 min. The two critical scenes lasted 136 s and 79 s, respectively. The second funny clip was taken from another Monty Python sketch, Philosophers’ World Cup ( Cleese, 1972 ; http://www.metacafe.com/watch/yt-92vV3QGagck/monty_python_philosophers_world_cup/ ) and had a total length of 3:50 min and two critical scenes of 98 s and 78 s, respectively. Participants in the pilot study were asked if they had seen the clips in question; percentages ranged below 20% across the three types of film. On that basis, it was concluded that familiarity with the selected clips was low in the target sample.
SCL was recorded as a measure of physiological arousal. This measure has been widely used in research of desensitization and was described by Ravaja (2004) as an excellent operationalization of arousal in the context of media research. The present study used PAR-PORT, a portable device that records SCL data at a rate of 10 measures per second ( www.par-berlin.com ). This sampling rate is common in studies in which SCL is used as an outcome measure in media research (e.g., Lang, Zhou, Schwartz, Bolls, & Potter, 2000 ). Prior to the film presentation, an 80-s baseline measure was taken during a resting period. 3 SCL was then recorded continuously throughout the presentation of the film clips.
Immediately after each film clip ended, participants were asked to rate how they had felt while watching the clip by indicating how pleasant they had found the clip and how much anxiety they had felt while watching it. These two critical items were embedded within three manipulation check items and four further filler items, and responses were made on a 7-point scale ranging from 0 ( not at all ) to 6 ( very much ). For the manipulation check items, participants were asked to rate how violent, sad, and funny they had found the film clip. Ratings were made on a 7-point scale ranging from 0 ( not at all ) to 6 ( very much ).
To measure response latencies for aggressive words as an index of cognitive availability, we asked participants to work on a lexical decision task and measured their reaction time to complete it. They were presented with a total of 160 six-letter strings and had to indicate for each string whether or not it represented a meaningful German word. The stimulus material was drawn from a pilot study with linguistics students and consisted of 40 aggressive words (e.g., cannon, weapon, knives ), 40 nonaggressive words (e.g., flower, summer, meadow ), and 80 nonwords (e.g., rahmin, strese, faltar ) presented in random order. The nonaggressive words and the nonwords served as covariates to control for overall differences in response latencies regardless of content. The reaction times in the lexical decision task were converted into log scores and were then aggregated into mean scores for aggressive words, nonaggressive words, and nonwords, respectively.
The noise blast paradigm, a standard competitive reaction time task often employed in media violence research, was used as a measure of aggressive behavior ( Anderson & Bushman, 1997 ; Ferguson, Rueda, Cruz, Ferguson, & Fritz, 2008 ). Participants were instructed that they would compete against another person in a series of 25 trials in how fast they could press a button in response to a visual signal and that the faster of the two would win the trial. They were told that the winner could send an aversive noise stimulus to the other person and that prior to each trial both participants would set the intensity of the noise level they were going to send to the other person in case they won. In fact, there was no other player involved, and the winning and losing trials were computer generated. Prior to the first round, participants received a sample noise blast and did a dummy run to familiarize themselves with the procedure. Noise levels ranged from 60 dB (Level 1) to 105 dB (Level 10, about the same volume as a smoke or fire alarm). A nonaggressive no-noise option (Level 0) was also provided. They were told that prior to each trial they would see the alleged opponent’s chosen noise level for the preceding trial and that the other person would see theirs.
The noise level set for the first trial (before participants learned about the noise level set by the alleged opponent) yielded a measure of proactive, unprovoked aggression ( Giancola & Parrott, 2008 ). The mean noise level set for the remaining 24 trials served as a measure of reactive, provoked aggression , because participants were aware of the noise levels their alleged opponent had set before selecting theirs. The noise level set for the first trial is considered the purer measure of individual differences in aggression, because it is not confounded by the pattern of provocations the participant receives on subsequent trials.
Upon arrival at the lab, participants were seated in front of a computer and connected to the PAR-PORT device for measuring SCL. After the 80-s baseline was recorded, they were shown the first film clip. Participants were randomly allocated to one of two orders (violent film first, comparison film second and vice versa), one of two comparison conditions (sad vs. funny), and one of the two film clips per condition, yielding a total of 16 different combinations. Following the film clip, they rated their pleasant and anxious arousal during the clip and also made ratings of how violent, sad, and funny they found the clip. These measures were completed in a paper-and-pencil format, and the SCL recoding was halted during this phase. Then the SCL recording was resumed and, after another 80-s baseline recording period, the second film clip was shown. The procedure was exactly the same for the second film clip, with the same measurements of self-reported arousal and evaluation of the film clip taken immediately afterward. After the second clip ratings were completed, the participants received a standardized set of verbal instructions on screen for the word completion task and for the noise blast task (see Bartholow et al., 2006 ). These two tasks were presented in counterbalanced order. The experimenter was present during the whole session but separated from the participant by a screen. At the end of the session, participants were shown an entertaining film about frolicking monkeys designed to dissipate any remaining negative arousal and were fully debriefed before receiving their monetary reward or course credit.
The means and standard deviations for the dispositional measures from the online survey (i.e., media violence exposure, trait aggression, trait arousability, and normative beliefs) along with information about internal consistency are presented in Table 1 . All measures were found to have good reliability. It should be noted that conceptually, the media violence exposure measure is not required to have high internal consistency because the different genres and media can be used independently of one another, and the index therefore presents a cumulative measure of exposure. Nonetheless, the alpha of .85 reported in Table 1 is substantial, suggesting that preference for violent media contents shows a consistent pattern across genres.
One-way analyses of variance revealed significant gender differences on all of the variables in the study. As shown in Table 1 , men scored higher on media violence exposure, acceptance of aggressive norms, and aggressive behavior, and women scored higher on trait arousability. A comparison of participants who took part in both parts of the study with those who dropped out after Time 1 showed no significant differences between the two groups on any of the Time 1 measures, multivariate F (4, 567) = 1.23, p = .30, all univariate effects p > .10 (see Table 1 for means of the final sample). Therefore, there is no indication that the final sample of participants who took part in the full study was different from the initial, larger sample on any of the variables of interest.
The means, reliabilities, and gender differences for the self-report arousal measures and aggression variables are shown in Table 2 . Again, the measures had high internal consistencies, and again there were significant gender differences. Men scored significantly higher on pleasant arousal while watching the clips, whereas women scored significantly higher on anxious arousal. Men also scored higher on unprovoked aggression in the competitive reaction time task.
Means and Gender Differences for Self-Reports of Arousal and Situational Aggression Measures During Laboratory Task (N = 303)
Measure | Items | α | Range | Men | Women | |||
---|---|---|---|---|---|---|---|---|
Pleasant arousal: All films | 3 | 0–6 | 2.76 | 1.04 | 2.93 | 2.41 | 15.71 | |
Anxious arousal: All films | 3 | 0–6 | 1.13 | 1.19 | 0.98 | 1.58 | 14.75 | |
Log response times aggressive words | 40 | .92 | 6.21–7.60 | 6.60 | 0.20 | 6.60 | 6.60 | 0.01 |
Unprovoked aggression | 1 | 0–10 | 2.19 | 1.63 | 2.29 | 1.82 | 4.95 | |
Provoked aggression | 24 | .96 | 0–10 | 3.63 | 2.02 | 3.62 | 3.50 | 0.19 |
The manipulation checks for the three types of film clips are presented in Table 3 . As expected, the two violent film clips were perceived as highly violent, and violence ratings were significantly higher than those for the sad and funny comparison films. The two sad films produced significantly higher sadness ratings than the violent and funny films did, and the two funny films produced significantly higher funniness ratings than the violent and the sad films did. Thus, the clips were successful at representing the categories of violent, sad, and funny films. There were no significant differences within each film condition or between different orders of presentation. Therefore, the data were collapsed across these two variables for further analysis.
Manipulation Checks for Violent, Sad, and Funny Films in Laboratory Study
Violent clips | Sad clips | Funny clips | ||||
---|---|---|---|---|---|---|
Affective response | ||||||
Was violent | 5.30 (1.07) | 5.00 (1.00) | 0.54 (0.94) | 0.02 (0.15) | 1.06 (1.12) | 0.02 (0.16) |
Was sad | 2.95 (1.84) | 1.81 (1.72) | 4.11 (1.46) | 4.50 (1.30) | 0.28 (0.97) | 0.04 (0.20) |
Was funny | 0.27 (0.82) | 0.94 (1.30) | 0.22 (0.61) | 0.50 (0.24) | 4.82 (1.22) | 4.74 (1.22) |
Note . Values are M (SD ). Scale range was 0–6. Violence ratings were significantly higher in the two violent clips than in the sad and funny clips, sadness ratings were significantly higher in the two sad clips than in the violent and funny clips, and funniness ratings were significantly higher in the two funny clips than in the sad and violent clips. All ps < .000.
The correlations between the dispositional trait measures from the online survey, the self-reported measures of arousal in response to the violent film clip, and the postfilm aggression measures are presented in Table 4 . Because men and women differed on several of the measures, the correlations are presented separately for men and for women. For both genders, habitual media violence exposure correlated positively with trait aggression, with pleasant arousal to the violent clip, and with more rapid recognition of aggressive words in the lexical decisions task. Trait aggression was linked to beliefs accepting aggression, and trait arousability showed a positive correlation with anxious arousal elicited by the violent clip. In addition, some gender-specific correlations were found. For women, media violence exposure correlated with beliefs accepting aggression and trait aggression correlated with pleasant arousal. For men, trait arousability was negatively correlated with pleasant arousal by the violent clip. Habitual media violence exposure was unrelated to both unprovoked and provoked aggression on the competitive reaction time task for both genders.
Correlations Between Media Violence Exposure, Trait Aggression, Trait Arousability, Aggressive Norms, Self-Reported Arousal From Violent Clip, and Situational Aggression (N = 303)
Variable | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|
1. Media violence exposure | — | .18 | .04 | .06 | .13 | −.03 | −.21 | .09 | .11 |
2. Trait aggression | .18 | — | .21 | 49 | .00 | .05 | −.15 | .18 | .12 |
3. Trait arousability | −.18 | .09 | — | .11 | −.21 | .15 | .02 | −.03 | .11 |
4. Aggressive norms | .26 | .38 | .04 | — | .01 | .10 | −.08 | .18 | .26 |
5. Pleasant arousal from violent clip | .30 | .27 | .06 | .08 | — | −.43 | .17 | .07 | .03 |
6. Anxious arousal from violent clip | −.19 | −.03 | .30 | −.06 | −.39 | — | .12 | −.11 | −.01 |
7. Log RT aggressive words | −.19 | −.14 | .11 | −.18 | −.11 | −.08 | — | −.03 | −.08 |
8. Unprovoked aggression | −.03 | .17 | .09 | .01 | −.08 | −.14 | −.09 | — | .59 |
9. Provoked aggression | −.07 | .10 | .05 | −.11 | .12 | .03 | −.09 | .54 | — |
Note . Men ( N = 215) are above and women ( N = 88) are below the diagonal. RT = reaction time.
After they had been cleaned for outliers and adjusted for skewness through square root transformations, the continuous SCL measures during each clip were transformed into five aggregated scores: (a) mean across the first 15 s of the first critical scene (i.e., averaged across 150 data points; Time 1); (b) mean across the rest of the first critical scene (Time 2); (c) mean between the first and second critical scene (Time 3); (d) mean across the first 15 s of the second critical scene (Time 4); and (e) mean across the rest of the second critical scene (Time 5). The rationale for selecting the first 15 s into each critical scene (Time 1 and Time 4) was to have a time window of the same duration across scenes that otherwise varied in length. In addition, the 80-s baseline measure was created by averaging across the 800 data points prior to the start of the first clip. No gender differences were found on any of these indices: baseline, F (1, 302) = 0.07, p = .78; violent clips, multivariate F (6, 296) = 1.70, p = .13; sad clips, F (6, 151) = 1.32, p = .25; funny clips, F (6, 138) = 1.86, p = .09.
Table 5 shows the partial correlations between self-reports of emotional arousal during the film clips and SCL arousal during the film clips, controlling for baseline SCL. The results show positive correlations between ratings of anxious arousal in response to violent films and SCL for all five consecutive points in time. Conversely, negative correlations were found between reported pleasant arousal and SCL levels across the five indices. In contrast, for viewing the sad and funny clips, none of the correlations between SCL arousal and self-reported pleasant or anxious arousal were significant. These results confer particular validity on the self-report measures of anxious and pleasant arousal while watching violent clips as accurate measures of the strength of emotional responses to such clips. While as Table 7 indicates, the participants showed just as much average SCL arousal to funny films as to violent films, SCL arousal from funny films did not translate into subjective experiences of pleasant (or anxious) arousal.
Partial Correlations of SCLs During Violent, Sad, and Funny Film Clips (Controlled for Baseline SCL) With Self-Reported Anxious Arousal and Pleasant Arousal During the Film Clips
Type of film | ||||||
---|---|---|---|---|---|---|
Anxious arousal | Pleasant arousal | |||||
SCL period | Violent | Sad | Funny | Violent | Sad | Funny |
T1 | .18 | .12 | .01 | −.12 | −.05 | .05 |
T2 | .19 | .01 | −.04 | −.19 | −.06 | .01 |
T3 | .17 | −.05 | −.04 | −.15 | .11 | −.06 |
T4 | .18 | −.06 | −.07 | −.19 | .12 | .03 |
T5 | .16 | −.06 | −.06 | −.18 | .12 | .02 |
Note. N = 303 for the violent film; N = 158 for the sad film; N = 145 for the funny film. SCL = skin conductance level; T1 = mean across the first 15 s of the first critical scene; T2 = mean across the rest of the first critical scene; T3 = mean between the first and second critical scenes; T4 = mean across the first 15 s of the second critical scene; T5 = mean across the rest of the second critical scene.
Comparison of Mean SCL Arousal for Violent Films With Mean Arousal for Sad and Funny Films
SCL period | Violent film ( = 303) | Sad film ( = 158) | Funny film ( = 145) |
---|---|---|---|
T1 | 2.86 (0.58) | 2.77 (0.61) | 2.76 (0.53) |
T2 | 2.85 (0.57) | 2.69 (0.69) | 2.73 (0.53) |
T3 | 2.79 (0.55) | 2.65 (0.64) | 2.72 (0.54) |
T4 | 2.79 (0.56) | 2.65 (0.64) | 2.72 (0.55) |
T5 | 2.74 (0.56) | 2.65 (0.64) | 2.72 (0.55) |
MANOVA comparison with violent clip | (5, 152) = 2.66, < .05 | (5, 139) = 1.99, n.s. |
Note . Means (shown with standard deviations) for violent and sad films are different at p < .05 for every SCL period; means for violent and funny films are not significantly different for any SCL period. SCL = skin conductance level; T1 = mean across the first 15 s of the first critical scene; T2 = mean across the rest of the first critical scene; T3 = mean between the first and second critical scenes; T4 = mean across the first 15 s of the second critical scene; T5 = mean across the rest of the second critical scene; MANOVA = multivariate analysis of variance; n.s. = nonsignificant.
The analyses addressing our hypotheses are reported in three steps: First, to examine the proposed links between habitual media violence usage and situationally induced arousal and affect, we report the bivariate correlations between past media violence exposure and physiological arousal (Hypothesis 1) as well as self-reported affect (Hypothesis 2) in response to the three types of films. Second, situational arousal and affect elicited by the violent clip are linked to aggressive cognitions and aggressive behavior, placing them in the context of other relevant predictors. A series of multivariate path analyses that includes trait aggression, trait arousability, and aggressive norms is reported to assess the independent contribution of desensitization to the prediction of aggressive cognitions and proactive/unprovoked as well as reactive/provoked aggression (Hypothesis 3). Finally, we contrast responses to the violent clips with those to the sad and funny clips to address the issue of the content specificity of desensitization (Hypothesis 4).
To control for individual differences in characteristic SCL, we computed partial correlations (controlling for baseline SCL) between habitual media violence exposure and the five SCL indices into which the continuous SCL data were divided. As there were no gender differences in SCL reactions to the films, genders were combined for this analysis. The results are displayed in Table 6 . As predicted, habitual media violence exposure showed significant negative correlations with each of the five indices for violent clips, indicating that the more participants were used to media violence, the less physiological response they showed in the course of watching the violent clip. This finding supports the desensitization hypothesis for violent media. Table 6 further reveals that habitual exposure to media violence was also associated with reduced physiological arousal to sad scenes, indicating that habituation at the physiological levels in those who use a lot of media violence occurs for sad as well as violent content. However, media violence exposure did not correlate with SCL for funny films.
Partial Correlations of Habitual Media Violence Exposure With SCLs During Violent, Sad, and Funny Film Clips (Controlling for Baseline SCL)
Type of film | |||
---|---|---|---|
SCL period | Violent ( = 303) | Sad ( = 158) | Funny ( = 145) |
T1 | −.14 | −.22 | .11 |
T2 | −.17 | −.19 | .04 |
T3 | −.19 | −.16 | −.04 |
T4 | −.21 | −.17 | .00 |
T5 | −.23 | −.21 | .03 |
Note . N = 303 for the violent film; N = 158 for the sad film; N = 145 for the funny film. SCL = skin conductance level; T1 = mean across the first 15 s of the first critical scene; T2 = mean across the rest of the first critical scene; T3 = mean between the first and second critical scenes; T4 = mean across the first 15 s of the second critical scene; T5 = mean across the rest of the second critical scene.
Our desensitization hypothesis predicted that the more participants habitually used media violence, the more pleasant and the less anxious arousal they would experience when viewing the violent clip. As shown in Table 4 , a positive correlation was found for both genders between media violence exposure and pleasant arousal. The correlations with anxious arousal were in the predicted direction but were only marginally significant for women and failed to reach significance for men. When the data from both genders were combined, media violence exposure correlated with self-reports of pleasant arousal to the violent clips, r (302) = .26, p < .001, and with self-reports of anxious arousal to the violent clips, r (303) = −.17, p < .01. The correlations of habitual media violence exposure with anxious and pleasant arousal following the sad and funny clips were nonsignificant: sad films: anxious arousal, r (158) = −.08, p = .35; pleasant arousal, r (158) = −.04, p = .57; funny films: anxious arousal, r (145) = −.11, p = .19; pleasant arousal, r (145) = .09, p = .31. Although, due to the smaller sample sizes, the power of these significance tests with sad and funny films is less than the tests with violent films, none of the obtained correlations would have been significant even if the sample size had been doubled. Thus, Hypothesis 2 is confirmed by the data.
None of the five SCL indices of emotional arousal to violent clips correlated significantly with reaction times for aggressive words in the subsequent lexical decision task or with the intensity of noise blasts in the competitive reaction time task. Consequently, to investigate relations between arousal to the violent films and state aggression outcomes, we examined subjective appraisals by participants of the quality of their arousal in terms of anxiety or enjoyment.
From our theoretical perspective, individual differences in anxious and pleasant arousal while viewing violent clips should be related to individual differences in immediate aggression after viewing violent clips over and above the impact of dispositional variables, such as trait aggression, trait arousability, and normative acceptance of aggression. The pattern of correlations in Table 4 suggests that one needs to examine the relations in a multivariate context to be able to identify the unique role of desensitization. First, pleasant and anxious arousal correlated with each other, for women, r (88) = −.39, p < .001; for men, r (215) = −.43, p < .001. Second, trait arousability correlated positively with anxious arousal for both genders and negatively with pleasant arousal and positively with trait aggression for men. Third, trait arousability correlated negatively with media violence exposure in women but not at all in men. This suggests that one needs to test the relations with a multivariate model taking account of gender. To review, we had hypothesized that habitual exposure to media violence would be linked to reduced anxious arousal and increased pleasant arousal in response to violent film clips. Furthermore, we predicted that increased pleasant arousal and reduced anxious arousal in response to a violent film clip would be associated with lower reaction times for recognizing aggressive words and a greater readiness to engage in unprovoked aggressive behavior. The relations were hypothesized to be independent of the correlations of aggressive cognitions and behavior with trait aggression, trait arousability, and aggressive normative beliefs.
These hypotheses were examined with the three path analyses shown in Figure 1 , one for reaction time for recognizing aggressive words as the outcome variable, one for unprovoked aggression in the competitive reaction time task as the outcome, and one for provoked aggression as the outcome. The distinction between unprovoked and provoked aggression is critical for the present analysis, because the unprovoked aggression measure is thought to provide a more conclusive test of the role of habitual media violence exposure unaffected by the alleged actions of another person. On the basis of this conceptual argument, separate analyses were conducted for unprovoked and provoked aggression as outcome variables. Because trait aggression, aggressive beliefs, and trait arousability were shown above to be correlated with the key elements in the models, they were also included. The analyses were carried out with the Mplus software ( Muthén & Muthén, 2007 ).
Path analyses predicting aggressive cognitions (top), unprovoked aggressive behavior (middle), and provoked aggressive behavior (bottom) as a function of arousal during the violent clips, self-reports of media violence viewing, and other dispositional variables.
First, the models were estimated as two-group models, with gender being the grouping variable to allow for gender differences. However, a comparison of the two-group models with the models without gender as a grouping variable on the basis of Bayesian information criterion scores showed no significant advantage in fit for the two-group models. Therefore, single-group models were estimated and are shown in Figure 1 . All three single-group models fitted the data well with nonsignificant chi-square values and cumulative fit indices above .99.
The path model for predicting aggressive cognition (reaction times for recognizing aggressive words) showed good fit, χ 2 / df = 1.07, p = .37, comparative fit index (CFI) = 0.99, root-mean-square error of approximation (RMSEA) = .02, standardized root-mean-square residual (SRMR) = .02. The more media violence participants used habitually, the shorter their reaction times in recognizing aggression-related words, independently of the remaining dispositional variables included in the model. Participants who watched more media violence scored significantly higher on pleasant arousal and nonsignificantly lower on anxious arousal. Greater pleasant arousal while viewing the violent clips was linked to shorter reaction times for recognizing aggressive words, but the path fell short of significance ( p < .10). The total effect of habitual media violence exposure on reaction times was −.20 ( p < .001), consisting of the direct link of −.17 ( p < .01) and a marginally significant indirect link via pleasant arousal of −.02 ( p = .07).
Anxious arousal predicted slightly longer reaction times, but the path was not significant. Anxious arousal was highly negatively correlated with pleasant arousal. These links were independent of the paths from trait arousability to higher anxious arousal and lower pleasant arousal. Overall, these results are consistent with the assumption that media violence exposure desensitized viewers so they responded with more pleasant arousal (highly correlated with less anxious arousal), which in turn increased the availability of aggressive cognitions. These processes operated in parallel with other independent pathways from trait aggression and media violence usage (e.g., observational learning) to increased accessibility of aggression cognitions.
The path model for unprovoked aggression in the laboratory task after exposure to the violent film clips also showed a good fit, χ 2 / df = .88, p = .49, CFI = 1.00, RMSEA = .00, SRMR = .02. Participants who viewed more media violence experienced significantly more pleasant arousal (.17, p < .001) while watching violent clips, which was highly negatively correlated (−.41, p < .001) with anxious arousal. Lower anxious arousal was significantly (−.14, p < .05) related to more unprovoked aggressive responding in the competitive reaction time tasks. Again, these links were independent of the significant paths from trait arousability on pleasant and anxious arousal in the film task and of trait aggression on unprovoked aggressive responding in the laboratory task. No significant indirect links via pleasant or anxious arousal were found for unprovoked aggression.
Finally, the path model for provoked aggression in the competitive reaction time revealed that lower anxious arousal and greater pleasant arousal to scenes of violence did not play a major role in reactive provoked aggression, χ 2 / df = 1.17, p = .32, CFI = 0.99, RMSEA = .03, SRMR = .02. Neither of the paths from the self-report arousal measures to the aggression measure were significant. The model also showed that normative beliefs approving of aggression were directly linked with provoked aggression. The direct link from trait aggression was not significant, but trait aggression was highly correlated with normative beliefs approving of aggression.
Physiological arousal to the different kinds of film clips.
The means for the five SCL indices during the film clips are presented in Table 7 . The baseline SCL had a mean of 2.70 ( SD = 0.56). The five SCL scores for violent films were significantly higher than those for sad films, multivariate F (5, 152) = 2.66, p < .05, partial η 2 = .08 (all univariate effects significant at p < .05). The five SCL scores for the funny films were not significantly different from those for the violent films, multivariate F (5, 139) = 1.99, p = .09 (all univariate effects not significant). Thus, we conclude that the sad films stimulated less physiological arousal than the violent clips but the funny films stimulated about the same amount of physiological arousal as the violent clips.
According to our script theory of desensitization, media violence exposure should be associated with desensitization of anxious arousal to violent films and corresponding increases in pleasant arousal, but the desensitization should be specific to arousal during violent clips. To examine this prediction, we computed the mean arousal scores during the violent clips for high and low media violence viewers and compared those means with the mean arousal scores for high and low violence viewers during the sad and funny clips. To compare the means we conducted a mixed factorial multivariate analysis of variance with habitual media violence exposure (high vs. low; defined via median split) as between-subjects factor and film type as within-subjects factor, using the two arousal measures (anxious, pleasant) as dependent variables. Because only half of the sample watched the sad and funny comparison clips, respectively, separate analyses had to be conducted for comparing violent with sad and violent with funny films.
For the comparison of violent vs. sad films, the analysis yielded a significant multivariate effect of film type, F (2, 155) = 53.85, p < .001, partial η 2 = .41. Both univariate effects were significant, with violent films producing greater anxious arousal ( M = 1.75, SE = 0.14) than sad films ( M = 0.86, SE = 0.11), F (1, 156) = 38.69, p < .001, partial η 2 = .20. Violent films also produced less pleasant arousal ( M = 1.49, SE = 0.10) than did sad films ( M = 2.93, SE = 0.10), F (1, 156) = 95.46, p < .001, partial η 2 = .38. The multivariate main effect of habitual media violence exposure was also significant, F (2, 155) = 4.46, p < .05, partial η 2 = .05. Here, the univariate effect for anxious arousal was significant Participants with high media violence exposure reported lower anxious arousal ( M = 1.00, SE = 0.15) than did those low on habitual media violence exposure ( M = 1.61, SE = 0.14), F (1, 156) = 8.55, p < .001, partial η 2 = .05. The univariate effect for pleasant arousal was marginally significant ( M = 2.10, SE = 0.09, in the low media violence exposure group and M = 2.32, SE = 0.09, in the high media violence exposure group), F (1, 156) = 2.76, p < .10, partial η 2 = .02. However, the two main effects were qualified by a significant multivariate interaction effect, F (2, 155) = 4.68, p < .05, partial η 2 = .06. The means are shown in the top panel of Figure 2 . Follow-up t -tests indicated that the high and low media violence exposure groups differed significantly for the violent films but not for the sad films on anxious arousal, t (156) = 2.78, p < .01, and on pleasant arousal, t (156) = −3.23, p < .01. These findings indicate that, as we predicted, participants high in habitual exposure to media violence showed a more positive response to violent scenes than those low in media violence exposure, but the high and low media violence viewers showed no difference in their responses to sad films.
Bar graphs comparing mean anxious and pleasant arousal during violent versus sad clips (top panel) and violent versus funny clips (bottom panel). MVE = habitual media violence exposure.
The comparison of violent and funny films also yielded a significant multivariate effect of film type, F (2, 141) = 369.47, p < .001, partial η 2 = .84. Both univariate effects were significant, with violent films producing greater anxious arousal ( M = 1.80, SE = 0.14) than funny films ( M = 0.07, SE = 0.04), F (1, 142) = 151.93, p < .001, partial η 2 = .52, and violent films also producing less pleasant arousal ( M = 1.48, SE = 0.12) than funny films ( M = 5.22, SE = 0.08), F (1, 142) = 712.07, p < .001, partial η 2 = .83. A second significant multivariate main effect was found for habitual media violence exposure, F (2, 141) = 6.57, p < .01, partial η 2 = .09. Both univariate effects were significant. Participants with high media violence exposure reported lower anxious arousal ( M = 0.68, SE = 0.11) than did those low on habitual media violence exposure ( M = 1.19, SE = 0.11), F (1, 142) = 10.81, p < .01, partial η 2 = .07. They also showed higher pleasant arousal ( M = 3.55, SE = 0.09, in the high exposure group, M = 3.16, SE = 0.11, in the low exposure group), F (1, 142) = 7.55, p < .01, partial η 2 = .05. However, the two main effects were qualified by a significant multivariate interaction, F (2, 142) = 4.66, p < .01, partial η 2 = .06, and both univariate effects were significant, F (1, 142) = 6.71, p < .05, partial η 2 = .05, for anxious arousal; F (1, 142) = 5.05, p < .05, partial η 2 = .03, for pleasant arousal. The means are shown in the bottom panel of Figure 2 . Follow-up t -tests indicated that the high and low media violence exposure groups differed significantly for the violent films but not for the funny films on anxious arousal, t (142) = 2.99, p < .01, and on pleasant arousal, t (142) = −3.08, p < .01. Again, these findings indicate that, as predicted, participants high in habitual exposure to media violence showed a more positive response to violent scenes than those low in media violence exposure, but media violence exposure did not affect responses to funny films.
The final set of analyses compared the pathways from anxious and pleasant arousal to aggressive cognitions and behavior for the three film types in a set of multiple regression analyses. We predicted that the paths from emotional arousal during viewing the clips to subsequent aggressive cognitions and behavior should be specific to violent clips. The first analysis regressed reaction times for aggressive words (controlled for nonaggressive and nonwords) on anxious arousal in response to violent and funny films. The analysis showed that anxious arousal to violent films significantly predicted reaction times for aggressive words (β = .21, p < .05; the higher the anxious arousal, the longer it took to recognize an aggressive word), but anxious arousal to funny films did not predict reaction times (β = .03). The second analysis examined pleasant arousal to violent and funny films. Pleasant arousal to violent films significantly predicted reaction times for aggressive words (β = −.23, p < .01; the higher the pleasant arousal, the less time it took to recognize aggressive words), but pleasant arousal to funny films did not predict reaction times (β = .11). Finally, for the sad films neither anxious arousal (β = .01) nor pleasant arousal (β = −.03) predicted reaction times for aggressive words. In combination, the findings indicate that individual differences in responsiveness to emotionally arousing material had a content-specific effect on the accessibility of aggressive cognitions and could not be demonstrated for other arousing stimuli.
A parallel set of regression analyses was conducted for unprovoked aggressive behavior as an outcome variable. Higher anxious arousal to violent clips predicted significantly lower levels of unprovoked immediate aggression (β = −.23, p < .01), but higher anxious arousal to funny clips (β = −.06) and sad clips (β = −.03) did not. Similarly, higher pleasant arousal to violent films predicted significantly higher levels of unprovoked immediate aggression (β = .17, p < .05), but again pleasant arousal to sad films did not (β = .06), though pleasant arousal to funny films did predict significantly lower aggressive behavior (β = −.19, p < .05). These findings support the hypothesis that the likelihood of aggressive behavior is increased by desensitization to violent scenes and generally not predicted by desensitization to other kinds of scenes.
A last set of regression analyses compared the three types of film as predictors of provoked aggression. Anxious arousal to violent, sad, or funny films failed to predict provoked aggression, and pleasant arousal to violent and sad clips was also unrelated to provoked aggression. The only significant finding was that pleasant arousal to funny films was negatively related to provoked aggression (β = −.19, p < .05), paralleling the finding for unprovoked aggression.
In summary, the majority of our predictions were confirmed by the data. Fully supporting Hypothesis 1, habitual media violence exposure showed consistent negative associations with SCL measured at five points in time during exposure to a violent film clip. Partial support was found for Hypothesis 2 predicting lower anxious arousal and higher pleasant arousal to the violent film in participants high on habitual media violence usage. The predicted direct links were found for pleasant arousal but not for anxious arousal. Hypothesis 3 predicted that participants showing higher pleasant arousal and lower anxious arousal to the violent film would respond faster to aggressive words in a lexical decision task and show more unprovoked aggression in the competitive reaction time task. This prediction was confirmed for the link between pleasant arousal and response latencies to aggressive words and for the link between anxious arousal and unprovoked aggression, lending partial support to the hypothesis. Finally, Hypothesis 4, predicting that the links between habitual media violence usage, responses to the film clips, and aggressive thoughts as well as behavior would be dependent on the violent content and not found for other emotionally charged media stimuli, was also mostly supported by the data.
The debate about the potential of media violence to increase aggression is far from being over, as reflected in a recent issue of Psychological Bulletin ( Anderson et al., 2010 ; Bushman et al., 2010 ; Ferguson & Kilburn, 2010 ; Huesmann, 2010 ) and in a 2008 special issue of the American Behavioral Scientist , in which Grimes, Anderson, and Bergen (2008) accused “causationists” of “the attempt of making ideology a science” (p. 213). The present research was not designed to settle this question, although we believe that the prior research strongly favors the conclusion of causation. Rather, the present research was designed to investigate the role that emotional desensitization to depictions of violence might play as a potential process variable in the link between media violence and aggression. The study explored desensitization both as an outcome of habitual media violence usage and as a situational antecedent of aggressive cognitions and behavior. Furthermore, it included both SCL and subjectively experienced affect as indicators of desensitization and considered both negatively and positively valenced affective responses. Finally, it compared violent clips with two other types of arousing media stimuli, namely, sad and funny films, to examine the content specificity of the effects.
In support of our hypotheses and in line with previous research, reviewed in the introduction, the findings provide some support for the desensitization hypotheses. Our findings suggest that the more individuals habitually used violent media contents, the less physiological reactivity they showed to a violent film clip presented to them in a laboratory setting. For women there was also a significant link between greater habitual media violence exposure and greater pleasant arousal in response to the violent film. For men, the correlation was in the same direction but was only marginally significant. For men there was a significant correlation between greater habitual media violence exposure and more rapid accessibility of aggressive cognitions after viewing the violent film clip. For women, the correlation was in the same direction but was only marginally significant.
Although significant correlations were found between SCL and the subjectively experienced ratings of anxious and pleasant arousal, when examined on their own, physiological responses reflecting the intensity of arousal turned out to be unrelated to subsequent aggressive cognitions and behavior. The failure to find any links of SCL with aggressive cognitions and behavior ties in with prior research that found little evidence of a link between physiological arousal and laboratory-induced aggression ( Patrick & Verona, 2007 ). Research on psychopathy points to a link between habitual electrodermal hyporeactivity and higher aggression ( Scarpa & Raine, 2007 ) as well as low anxiety combined with higher information processing deficits (for a review see Fowles, 2000 ). However, the short-term variations in SCL observed in the present study did not covary with differences in aggressive cognitions and behavior. Our data suggest that it is the qualitative aspect of arousal that is needed to understand the role of desensitization by negative affect and sensitization by positive affect in aggressive cognitions and behavior following exposure to violent media stimuli. When we examined self-reports of emotional reactions to the films, we found that anxious arousal to the violent clip was lower and pleasant arousal was higher among heavy users of media violence than among low media violence users, also indicating that habitual media violence usage is linked to desensitization of negative and sensitization of positive affect in response to violent media stimuli.
In moving beyond bivariate relationships to examine the role of media violence usage in the context of other dispositional predictors of aggressive cognitions and behavior, path analysis was used. This is a common approach in research designed to identify the specific contribution of media violence exposure to aggression-related outcome variables controlling for other relevant predictors (e.g., Ferguson et al., 2008 ). For response latencies in the lexical decision task, a significant direct path was found from habitual media violence exposure to recognition times for aggressive words. In addition, there was evidence of an indirect pathway through higher pleasant arousal which in turn showed a marginally significant negative link with recognition times. For unprovoked aggression as outcome variable, no direct or indirect links were found with habitual media violence exposure, but a significant negative link was found with anxious arousal. Of the dispositional measures, trait aggression was positively related to unprovoked aggression. Finally, in the path model for provoked aggression, the trait of acceptance of aggression as normative was the only significant predictor. Neither habitual media violence exposure nor the affective responses to the violent clips were significantly related to provoked aggression.
Although not all predicted links between habitual media violence exposure, situational arousal, and aggressive cognitions and behavior were confirmed, the present data provide significant support for the claim that habitual users of media violence become desensitized to violence as evidenced in higher self-reported pleasant arousal to scenes of violence in the media. There is also some indication that differences in pleasant arousal, associated with differences in habitual media violence exposure, affect the speed with which individuals access aggressive cognitions and the likelihood of engaging in unprovoked aggression in the noise blast task. Results were less conclusive with respect to the role of reduced anxious arousal. Lower anxious arousal in response to the violent clip predicted higher scores of unprovoked aggression, but the level of anxious arousal in our study was unrelated to habitual media violence exposure. There was no evidence in the present data that emotional responses to the violent film were related to provoked aggression or that SCL measures of physiological arousal were linked to the aggression-related outcome variables.
The associations observed between media violence exposure, emotional responses to the film clips, and aggression-related outcome variables were specific to violent media stimuli and were not apparent for other emotionally charged stimuli, such as sad or funny film clips. Lower anxious arousal and higher pleasant arousal to violent clips but not to sad or funny clips predicted faster recognition of aggressive words. Lower anxious arousal to violent but not to sad or funny clips predicted higher unprovoked aggression, as did higher pleasant arousal to violent but not to sad films. One exception was the finding that habitual media violence exposure was not only correlated with reduced physiological arousal to the violent film clips but also correlated with reduced arousal to the sad clips. The latter finding can be attributed to the conceptual overlap between the themes of violence and death in the violent and sad clips. Violent media stimuli are closely related to the theme of death, and the two sad film clips used in our study centered on the death of a beloved person, so the finding that reduced responsiveness at the physiological level was also found for the sad clips is compatible with the desensitization hypothesis. Another unexpected result was that higher pleasant arousal to funny films predicted reduced aggression. However, this result is consistent with the theory that when emotions incompatible with aggression are stimulated, aggression becomes less likely ( Tyson, 1998 ).
The links of pleasant and anxious arousal to the aggression outcomes occurred independently of the dispositional variables that were measured. Trait aggression showed independent direct paths on reaction times and unprovoked aggression; media violence exposure directly predicted the reaction time for recognizing aggressive words; trait arousability was a positive predictor of anxious arousal and a negative predictor of pleasant arousal; and normative beliefs approving of aggression directly predicted provoked (reactive) aggressive behavior. Also as expected, trait aggression was significantly correlated with media violence exposure and normative beliefs approving of aggression. The hypothesized paths from media violence exposure through arousal reactions to violent clips to the aggression outcomes occurred independently of these relations.
Physiological arousal to violent clips, as measured by SCL, was lower the more participants habitually used media violence. Within the experimental situation, SCL during the violent scenes was positively correlated with anxious arousal and negatively correlated with pleasant arousal. This finding fits with a study by Ravaja, Saari, Salminen, Laarni, and Kallinen (2006) , who analyzed patterns of SCL during video game play in relation to predefined positive and negative game events and found higher SCL responses to negative than to positive events. In understanding this pattern, dimensional models of emotion that differentiate between activation (physiological arousal) and valence (perceived pleasant or unpleasant quality; Ravaja, 2004 ) may be useful. In the dimensional model proposed by Larsen and Diener (1992) , for example, fear is regarded as an emotion that is high in activation and negative in valence, whereas happiness/satisfaction is considered to be of medium activation at the positive end of the valence dimension. Thus, fear/anxiety is seen as being associated with high activation, whereas happiness/satisfaction is seen as being associated with a lower level of activation. The negative correlation between subjective ratings of anxious arousal and pleasant arousal corroborates the theoretical conceptualization of the two emotional responses as opposite ends of the valence continuum. The dimensional model can also be used to explain the finding that the five SCL indices were higher during the violent clips than during the sad clips. Sadness and fear are both negatively valenced emotions but they differ in activation, with fear being at the high end and sadness being close to the midpoint of this dimension.
In our data, differences in physiological arousal during the violent film clips were unrelated to differences in the subsequent lexical decision and noise blast tasks, but differences in the qualitative indices of anxious and pleasant arousal mostly showed the expected relations with aggressive cognitions and behavior. The lack of relationships between SCL in response to violent films and subsequent aggressive cognitions and behavior is at odds with meta-analytic evidence by Anderson and Bushman (2001) . However, their analysis was restricted to interactive video games, whereas the present study involved passive reception of filmed violence. Studies comparing active playing of video games and merely observing the violent contents by watching the players showed that active playing produced higher levels of arousal than passive observation of identical content did ( Calvert & Tan, 1994 ). Furthermore, none of the seven studies included in Anderson and Bushman’s (2001) meta-analysis used SCL as a measure of arousal. Past research has been inconsistent with regard to the relationship between SCL and self-reported affect. Over a 3-week period, Ballard et al. (2006) found evidence of decreased reactivity to video game exposure (regardless of violent content) at the physiological level but not at the level of affective responses. Arriaga et al. (2006) compared both physiological arousal and affect over a much shorter game-playing period of 4 min, finding differences between violent and nonviolent game players in affective responses but not at the physiological level. Our study was more similar in design to the Arriaga study in that our film clips were of similar length to their game-playing periods, and we also found little evidence of desensitization at the physiological level but more evidence at the affective level. In any case, clarifying the relative contribution of physiological arousal and experienced affect is an important task for future research.
Several limitations must be noted about this study. The first is that whereas SCL was recorded continuously during exposure to the film clips, the qualitative measures of anxious and pleasant arousal were obtained immediately after the film clips had ended. Reliance on self-reports to yield these measures made continuous assessment impossible as it would have distracted from watching the films. Other methodological approaches, such as recording physical responses indicative of the quality of arousal, would be required to overcome this problem. The study by Ravaja et al. (2006) , who combined SCL with the electromyographic recording of facial muscle movements as a continuous measure of quality of arousal during video game playing, illustrates this possibility.
A second limitation was that transfer effects of reduced arousal during the violent clip to reduced arousal to depictions of real-life violence were not considered. Our focus was on the disinhibiting effect of reduced anxious reactivity on aggressive cognitions and behavior, but it would also be critically important to demonstrate that reduced negative affect as a result of exposure to media violence leads to reduced arousal by real-life violence and reduced empathy with victims. Carnagey et al. (2007) demonstrated that participants who had previously played a violent game showed less arousal in response to real-life violence than those who had played a nonviolent game. However, they presented the depictions of real-life violence immediately after the game-playing session, so nothing can be said on the basis of that study about the duration of desensitization, nor about any cumulative effects. Further research combining measures of habitual media violence exposure and situational desensitization are needed to clarify these issues.
Third, although the noise blast test is a tried and tested method of measuring aggression in the laboratory and there is evidence of a high convergence between laboratory and field studies of aggression ( Anderson, Lindsay, & Bushman, 1999 ), no inferences can be derived from the present laboratory data to aggression in natural contexts. In addition, unprovoked aggression was represented by a single-item measure due to the interactive design of the noise blast task, which makes all responses from the second trial onward contingent upon the initial response by the alleged opponent. Therefore, the findings should be substantiated by other measures of unprovoked aggressive behavior with known reliability. At the same time, this weakness should not obscure the fact that for the male participants at least, the measure of trait aggression, representing their “real-world aggression”, was correlated both with their habitual media violence exposure and with their aggressive behavior on the laboratory task.
Fourth, and perhaps most important theoretically, no short-term field or laboratory study can determine with certainty that the relation between an individual’s history of media violence exposure and current emotional reactions to violent clips is due to desensitization. A plausible alternative hypothesis will always be that dispositional factors promote both the different emotional reactions and the exposure to media violence. However, in the current study we controlled for the most plausible dispositional “third variables” that might be alternatives (trait aggression, trait arousability, and beliefs accepting aggression as normative) and found that habitual media violence exposure predicted desensitization independently of these dispositions.
Finally, the present study was limited in that only responses to passive media exposure were studied. A number of recent studies have looked at desensitization in response to violent video game usage that entails a much more active involvement of players. There is evidence from this research that immersion in the violent events of the game, for example by playing with a virtual reality device, is a critical variable with respect to arousal ( Arriaga et al., 2006 ), but it is as yet unclear how such increased arousal potential affects desensitization. Moreover, studies are needed that compare passive reception of and active involvement in violent events in the virtual reality of the media in terms of their desensitizing potential (see Ballard et al., 2006 ).
Despite these limitations, the present findings can provide some new insights into the dynamics of affective reactivity to media violence. Several, yet not all, of the findings support our theorizing that weakening fear and anxiety in response to media violence (and the concomitant increase in pleasant emotions) through repeated exposure promotes aggression-enhancing cognitions and, ultimately, the likelihood of initiating proactive aggressive behavior. Our results further suggest that the relations are contingent upon the violent content of the media stimuli, as evidenced by the comparison with sad and funny clips that are also emotionally arousing. The findings join a growing body of research directed at elucidating the processes by which exposure to violent media stimuli may impact aggression, moving on from the issue of whether or not media violence exposure is linked to aggression to a better understanding of the psychological mechanisms that may explain such a link.
The research reported in this paper was supported by German Research Foundation Grant Kr 972/8-1 to Barbara Krahé. The support of Annika Bergunde, Cathleen Kappes, Julia Kleinwa¨chter, Kaspar Schattke, and Jessica Wenzlaff is gratefully acknowledged.
1 Although different participants, if asked, might think of any one specific program as falling into multiple genres (e.g., action–adventure vs. military–war), this is unlikely to produce much difference in violence exposure scores when the participants are being asked about frequency of media genres. The self-reports of how often genres are used are more subjective self-perceptions that allow the same media game or movie to influence frequencies of multiple categories. For example, if asked about their viewing of war–military genres, participants who have watched The Matrix are likely to think of it as in that category. When asked about science fiction or action, the participants are likely to think of The Matrix as in those genres. Thus, self-reported viewing frequencies for all three categories are likely to be increased. However, because the overall violence viewing score for a participant is the average of the violence viewing scores for genres, the contribution to the participant’s overall violence viewing score will actually be lower than that for another participant who perceives The Matrix only as military–war, which has a higher violence rating. We consider this property of our rating system desirable, as perceiving a game or movie only in a more violent genre probably indicates more of a focus on the violence.
2 All film clips are available in both German and English and can be obtained from the first author.
3 The total length of the SCL measurement prior to the presentation of the film clips was 90 s. The first 10 s were discarded from the analyses to clean the data from fluctuations due to movements and orienting responses at the start of the recording, leaving a baseline period of 80 s.
Barbara Krahé, Department of Psychology, University of Potsdam, Potsdam, Germany.
Ingrid Möller, Department of Psychology, University of Potsdam, Potsdam, Germany.
L. Rowell Huesmann, Institute for Social Research, University of Michigan.
Lucyna Kirwil, Department of Social Psychology, Warsaw School of Social Sciences and Humanities, Warsaw, Poland.
Juliane Felber, Department of Psychology, University of Potsdam, Potsdam, Germany.
Anja Berger, Department of Psychology, University of Potsdam, Potsdam, Germany.
Carol Yepes / Getty Images
One of the most studied—and most controversial—topics in media psychology is the impact of violent media on consumers, especially children. Violence in is movies, on television, in video games, and on the internet. It's also included in content aimed at kids, tweens, and teens, and therefore, it's no surprise that psychologists, parents, and media consumers, in general, are concerned about the impact it has on people.
As a result, ever since the advent of television decades ago, psychologists have investigated the possibility of a link between the consumption of violent media and increases in real-life aggression.
This article will explore the research on this topic including arguments for and against an association. In addition, this article will examine newer research that has found a relationship between exposure to violent content, especially via news media, and mental health issues, such as depression and anxiety .
Studies have consistently shown that media violence has an impact on real-life aggression . These studies use a diverse set of methods and participants, leading many experts on the impact of media violence to agree that aggression increases as a result of media violence consumption.
However, that doesn't mean exposure to media violence drives consumers to murder or other particularly violent acts. These studies explore different kinds of aggression, making the association the research has established between violent media and aggression more nuanced than it initially appears.
Many experiments in labs have provided evidence that demonstrates that short-term exposure to violent media increases aggression in children, teenagers, and young adults. However, aggression doesn't always mean physical aggression. It can also mean verbal aggression , such as yelling insults, as well as thinking aggressive thoughts or having aggressive emotions.
Moreover, even physical aggression exists on a continuum from a light shove to something far more dangerous. As a result, people may become more aggressive immediately following exposure to media violence but that aggression manifests itself in a variety of different ways, a majority of which wouldn't be considered particularly dangerous.
More disturbing are the few longitudinal studies that have followed people over decades and have shown that frequent exposure to media violence in childhood results in adult aggression even if people no longer consume violent media as adults.
For example, one study found that frequent exposure to violent television at age 8 predicted aggressive behavior at ages 19 and 30 for male, but not female, participants. This effect held even after controlling for variables like social class, IQ , and initial aggressiveness.
Similarly, another study that surveyed 329 participants between the ages of 6 and 9 found that 15 years later the exposure of both males and females to television violence in childhood predicted increased aggression in adulthood. In particular, the 25% of study participants who viewed the most media violence in childhood were the most likely to be much more aggressive in adulthood.
These individuals exhibited a range of behaviors including:
This was especially true if they identified with aggressive characters and felt that television violence was realistic when they were children.
These findings suggest that frequent early exposure to television violence can have a powerful impact on individuals over time and well into their adult lives.
So if there's so much research evidence for a link between media violence and real-world aggression, why is the debate over this topic ongoing? Part of the issue is one of definition.
Studies often define violence and aggression in very different ways and they use different measures to test the association, making it hard to replicate the results. Moreover, many researchers edit together media for lab experiments , creating a situation where participants must watch and react to media that bears minimal resemblance to anything they'd actually consume via TV, movies, or the internet.
As a result, even when these experiments find media violence causes aggression, the extent to which it can be generalized to the population as a whole is limited.
Of course, it would be naïve to think that consuming media violence has no impact on people, but it appears it may not be the most powerful influence. The effect of media violence is likely to vary based on other factors including personality traits, developmental stage, social and environmental influences, and the context in which the violence is presented.
It's also important to recognize that not all aggression is negative or socially unacceptable. One study found that a relationship between exposure to television violence and an increase in positive aggression, or aggression that isn't intended to cause harm, in the form of participation in extreme or contact sports.
While psychologists have been studying the association between the consumption of violent media and increased aggression for well over 50 years, more recently, some have turned their attention to the impact of media violence on mental health concerns.
Studies have demonstrated that there's a correlation between exposure to media violence and increased anxiety and the belief that the world is a scary place. For instance, an experimental investigation found that late adolescents who were exposed to a violent movie clip were more anxious than those who watched a nonviolent clip.
These findings suggest that the regular consumption of violent media could lead to anxiety in the long-term .
Today, the violence shown on the news media may especially impact people's mental health. New technology means that violent events, including terrorist attacks, school shootings , and natural disasters, can be filmed and reported on immediately, and media consumers all over the world will be exposed to these events almost instantly via social media or news alerts on their smartphones and other devices.
Moreover, this exposure is likely to be intense and repeated due to the need to fill a 24-hour news cycle. Studies have shown that this kind of exposure, especially to acts of terrorism, has the potential to lead to depression , anxiety, stress reactions, substance use, and even post-traumatic stress (PTSD).
Plus, those who take in more images of a disaster tend to be more likely to experience negative mental health consequences. For example, in a study conducted shortly after the attacks of September 11, 2001, people who viewed more television news reports about what happened in the seven days after the event had more symptoms of PTSD than those who had viewed less television news coverage.
Violence will continue to be depicted in the media and, for most adults, there's nothing wrong with watching a violent horror or action movie or playing a violent video game, as long as it doesn't impair your mental health or daily functioning.
However, if you feel you're being negatively impacted by the violence depicted in the media, especially after a disaster that's getting constant coverage on the news, the first solution is to stop engaging with devices that could lead to further exposure.
This means turning off the TV, and for anyone who frequently looks at the news on their computers or mobile devices, adjusting any settings that could lead you to see more images of a violent event.
For parents concerned about children's exposure to violent media, the solution isn't to attempt to prevent children from consuming violence altogether, although limiting their exposure is valuable.
Instead, parents should co-view violent media with their children and then talk about what they see. This helps children become discerning media consumers who can think critically about the content they read, watch, and play.
Similarly, when a disturbing event like a school shooting happens it's valuable to discuss it with children so they can express their emotions and parents can put the incident in the context of its overall likelihood.
If a parent notices their child seems depressed or anxious after frequent exposure to media violence or an adult notices their mental health is suffering due to regular consumption of violent media, it may be valuable to seek the help of a mental health professional .
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The Conversation. Here's How Witnessing Violence Harms Children's Mental House .
By Cynthia Vinney, PhD Cynthia Vinney, PhD is an expert in media psychology and a published scholar whose work has been published in peer-reviewed psychology journals.
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Violence in the media – psychologists study tv and video game violence for potential harmful effects.
Since TV was first introduced, parents, teachers, politicians, and mental health professionals have wanted to understand the impact of television, particularly focusing on children. Psychologists tend to refer to Bandura’s work in the 1970s on social learning and the tendency of learning as influenced by modeling and exposition. Upon years of study and assessment the National Institute of Mental Health came up with some major effects related to the exposition of violence including: (1) reduced sensitivity to pain and suffering of others, (2) increase fearfulness of the world, and (3) increased aggressive behavior towards others. Complementary research studies have also found that children who watch many hours of violence on TV tend to be more aggressive as teenagers and adults. These findings don’t necessarily imply that exposition to violence is a cause of aggressive behavior, but rather recognize it as a factor that may contribute to aggressive conduct.
Leaving TV aside, it’s important to consider how the video game realm contributes to violence as it doesn’t just limit itself to present violence, but to engage the user in virtual violent behaviors. Before addressing the subject of video games and violence, I think it’s important to recognize that according to statistics, approximately 97% of adolescents (ages 12-17) play videogames. This is interesting as it shows how almost every single adolescent is exposed to video games. It becomes more fascinating to note that the most popular videogames like Call of Duty or Grand Theft Auto embrace violence or violent behaviors as their main objective. If we take 97% of adolescents and add it to the popular violent games we obtain interesting data that may lean towards violent videogames as a cause of aggressive behaviors.
According to new research studies conducted by psychologists, evidence in research suggests that exposure to violent videogames is a causal risk factor that can lead to aggressive behavior, aggressive affect, and decreased empathy and prosocial behaviors. Another research study proposes the idea that children are also influenced by other variables like mental health and family life. Children who are already at risk in these settings may be more likely to play violent video games. Although this data is compelling, it would be somewhat premature to conclude that violent video games are the cause of aggressive behavior. I would limit myself to say that violent videogames may be one of the causes of violent behaviors or conducts. To reach further conclusions, more research studies have to be considered. As for parents, I would advise close monitoring of what their adolescent children are exposed to in both TV and videogames. Personally, I would also consider the idea of monitoring the environment these adolescents are in as a negative influence enhanced by a violent videogame that may lead to negative outcomes.
Link to article: https://www.apa.org/research/action/protect
The prevalence and impact of violence portrayed in media and entertainment have long been a topic of debate in the United States. In 1972, the U.S. surgeon general issued a special report on the large and growing body of evidence on the public health effects of media violence. 1 At the time, the report was largely focused on television as the prevailing form of media and entertainment in the United States. However, even as the landscape of media has changed throughout the intervening decades to include other forms of digital media and entertainment, the near-ubiquitous portrayals of violence in various forms of media have remained a topic of intense scrutiny.
The World Health Organization (WHO) has defined violence as “the intentional use of physical force or power, threatened or actual, against oneself, another person, or against a group or community, which either results in or has a high likelihood of resulting in injury, death, psychological harm, maldevelopment, or deprivation.” 2 Violence occurs at an alarming rate in the United States. 3 Among Americans aged 15 to 34 years, two of the top three causes of death are homicide and suicide, and many of these deaths involve firearms. 4,5 In a given year, more U.S. children will die from gun violence than will die from cancer, pneumonia, influenza, asthma, HIV/AIDS, and opioids combined. 6 According to the Children’s Defense Fund, “U.S. children and teens are 15 times more likely to die from gunfire than their peers in 31 other high-income countries combined.” 7 In fact, the overall rate of firearm-related death or injury in the United States is higher than the rate in most other industrialized countries. 8 There were 39,740 firearm-related deaths in the United States in 2018, which averages to approximately 109 people dying each day from homicides, suicides, and unintentional deaths involving firearms. 5 Further, the number of nonfatal injuries due to firearms is more than double the number of deaths. 9
While multiple factors can lead to violent actions, a growing body of literature shows a strong association between the perpetration of violence and exposure to violence in media, digital media, and entertainment. This is a serious public health issue that should concern all family physicians, particularly as it affects young patients and their parents or guardians. Children, adolescents, and young adults consume digital media from a variety of sources, many of which are mobile, are accessible 24 hours a day, and offer both passive and active engagement. Many of these media platforms feature entertainment that contains significant doses of violence and portrays sexual and interpersonal aggression.
Multiple studies have shown either a strong association or a suspicion or suggestion of causality between exposure to violence in media and aggressive or violent thoughts, emotions, and behavior in those exposed. 10 It is incumbent on family physicians to recognize the intersectionality of risk factors for exposure to violence in media, digital media, and entertainment, particularly for vulnerable populations. For example, some studies have shown that independent risk factors for exposure to extremely violent movies include male gender, racial or ethnic minority status, low socioeconomic status, and poor school performance. 11
Call to Action
Family physicians have a unique opportunity to encourage safer use of digital media by working closely with patients and their parents or guardians during well-child and well-adolescent visits. They can connect patients and parents or guardians to resources to promote healthier habits, such as creating a family technology use plan that considers the quality and quantity of media being consumed at home. Family physicians can also engage in local, state, and national advocacy to highlight ongoing concerns regarding violence in media, digital media, and entertainment and support continued research in this field.
Physician Level
● Promote a family technology use plan. This allows parents and guardians to consider the quality and quantity of digital media that is consumed at home and establish guidelines for age-appropriate media exposure. 12 Parental use of digital media has been shown to influence media use behaviors in children. 13
● Increase personal knowledge of the types of digital media being consumed in households, particularly among children and adolescents.
● Encourage patients, children, families, and caregivers to participate in media education and media literacy programs.
● Encourage parents or guardians to monitor content and not to rely solely on media ratings or advisory labels. Parental monitoring has been shown to have protective effects on several academic, social, and physical outcomes for children, including aggressive behaviors. 14
● Advise adults to consume digital media with their children and help them process media violence. Recording programs in advance makes it possible to pause for discussion or processing.
● Consider asking questions regarding media use during well-child and well-adolescent visits, such as:
● Consider asking patients and parents or guardians about exposure to violence in digital media. If you identify heavy exposure (i.e., more than two hours daily), take additional history of aggressive behaviors, sleep problems, fears, and depression. Be ready to discuss the health risks associated with consumption of violent media.
● Work with patients and parents or guardians to create a list of healthy alternatives to consumption of violent media.
● Counsel parents or guardians and caregivers of children younger than two years of age to limit their child's screen time to no more than two hours a day. Discourage routine digital media exposure.
● Encourage use of technology that restricts certain content and turns off the device after a certain amount of time.
Practice Level
● Create a nonjudgmental and culturally proficient environment in which patients and parents or guardians can ask questions and express concerns.
● Provide and/or promote nonviolent media choices in outpatient waiting rooms and inpatient settings.
● Display promotional information for community media literacy education opportunities.
Education Level
● Become familiar with research on trends in media use and the effects of media violence on individuals.
● Align medical education and residency program training to deliver evidence-based information on the potential health effects of consumption of violent media.
● Expand current continuing medical education (CME) offerings to include evidence-based information on best practices to promote media education and healthy media consumption.
● Support the development of media literacy education programs that focus on understanding the divide between real and fictionalized violence on television, in movies, and in other forms of digital media, as well as the responsibility, complexity, and consequences of real-life violence. Media literacy programs have been shown to be effective in limiting the negative effects of media and exploring potential positive social uses of media. 14,15,16
Advocacy Level
● Partner with medical organizations, government entities, and educators to advocate to keep this issue on the public health agenda.
● Partner with families and community-based organizations to demand that media producers limit the amount and type of violence portrayed in mass media.
● Advocate for research funding to continue studying this topic.
● Advocate for enhancements to media rating systems to help parents or guardians and caregivers guide children to make healthy media choices.
Media Violence in the United States
The term “digital media” refers to all types of electronic data, including text, databases, images, audio, and video; it may also refer to the electronic devices that store the data and to the communications methods that transmit the data. 17 Examples include streaming video, messaging and social networking platforms, video games, television, music, music videos, and social media. The expansion of media to include more and more forms of digital media has made it easier to access and be exposed to portrayals of violence. The advent of the internet has further expanded the reach and impact of digital media by encouraging interactivity and group forming through media such as online gaming, virtual reality, digital art, and social media. 18
As the cost of televisions and other screen media devices has continued to drop in recent years, screen media, streaming media, and other digital media have become more accessible than ever. In the United States, 84% of households contain at least one smartphone, with the median U.S. household containing five connected devices (e.g., smartphone, laptop or desktop computer, streaming media device) and one in five households containing 10 or more of these devices. 19
For decades, watching television was the most common form of daily media consumption, but that changed in 2019, with time on the internet exceeding time spent watching television. 20 Research suggests that young people in the United States spend more time interacting with various digital media than in any other activity except sleeping, with a typical 8- to 18-year-old using some form of media for an average of 50 hours per week or more. 21 On average, U.S. teens spend more than seven hours per day consuming a variety of entertainment screen media (e.g., smartphone, social media, gaming, music) and 8- to 12-year-olds spend more than four hours per day. 22
Studies demonstrating an association between exposure to violence in the media and real-life aggression and violence began appearing in the 1950s. Since then, various government agencies and organizations have examined the relationship, reporting their findings in publications including the surgeon general’s 1972 report, a 1982 National Institute of Mental Health (NIMH) review, and a joint statement on the impact of entertainment violence on children issued following a 2000 congressional summit. 1,23,24 In 2000, the Federal Bureau of Investigation (FBI) released a report noting that media violence is a risk factor in shootings in school. 25 A 2003 review identified media violence as a significant causal factor in aggression and violence. 26 The Federal Communications Commission (FCC) issued a 2007 report on violent programming on television and noted that there is “strong evidence” that exposure to violence through media can increase aggressive behavior in children. 27
These reports and others are based on a body of literature that includes more than 2,000 scientific papers, studies, and reviews demonstrating the various effects that exposure to media violence can have on children and adolescents. These include increases in aggressive behavior, desensitization to violence, bullying, fear, depression, nightmares, and sleep disturbances. 28,29,30 Some studies found the strength of association between consumption of violent media and these behaviors to be nearly as strong as the association between cigarette smoking and lung cancer, and stronger than the well-established associations between calcium intake and bone mass, lead ingestion and IQ, and failure to use condoms and acquisition of HIV. 31
Seventy-one percent of 8- to 18-year-olds have a television in their bedroom. 21 In addition, 50% of individuals in this age group access television content online and/or on mobile platforms during a typical day. 21 Researchers have found that 8- to 12-year-olds watch television programming for an average of 1 hour and 23 minutes per day and 13- to 18-year-olds watch for an average of 1 hour and 45 minutes per day, with approximately 19 minutes and 38 minutes of this time, respectively, spent viewing television content on other devices (e.g., computer, smartphone, tablet, MP3 player). 22
An average American youth will witness 200,000 violent acts on television before age 18. 32 Weapons appear on prime-time television an average of nine times each hour. 33 The violence depicted in television content is often considerable, even in programs not advertised as violent, and children’s shows are particularly violent. Watching Saturday morning cartoons used to be a common aspect of American life. Now, children can access cartoons on demand. Studies analyzing the content of popular cartoons noted that they contain 20 to 25 violent acts per hour, which is about five times as many as prime-time programs. 34 Overall, 46% of television violence occurs in cartoons. 35,36,37 Additionally, these programs are more likely to juxtapose violence with humor (67%) and less likely to show the long-term consequences of violence (5%). 34,35,36 Although some claim that cartoon violence is not as “real,” and therefore not as damaging, it has been shown to increase the likelihood of aggressive, antisocial behavior in youth. 38 This association makes sense in light of children’s developmental difficulty discerning the real from the fantastic. 39
Video Games
Nearly all American teens—97% of males and 83% of females—play video games. 40 Eighty percent of teens play at least three hours of video games per week on a game console, with 25% of teens playing 11 hours or more per week. 41 Additional exposure occurs among teens who identify as fans of competitive video gaming, or esports; among 14- to 21-year-olds, nearly as many identified themselves as esports fans as professional football fans. 42
Many video games contain violent content, and studies have shown a significant association between violent video game exposure and increased aggression, increased desensitization to violence, and decreased empathy. 43 Video games that involve assuming the roles of aggressors or soldiers offer players the opportunity to be “virtual perpetrators.” These games also reward players for successfully carrying out violent behavior. Studies have shown that the general effects of violence may be more profound when children play these interactive games than when they are exposed to violence in a more passive manner, such as when watching television. 44,45
Music plays a central role in the lives of many adolescents and young adults, helping them sort through their emotions, identify with peer groups, and develop a sense of self. Forty-seven percent of 8- to 12-year-olds listen to music every day, with an average of 43 minutes of listening time per day, and 82% of 13- to 18-year-olds listen to music every day, with an average of slightly more than two hours of listening time per day. 22
There have been fewer studies of the effects of violent portrayals in music than studies of violence in other forms of media. One study found a correlation between violent lyrics and aggressive thoughts and emotions, but not actions. 46 Additional studies have shown that individuals who prefer heavy metal or rap music are more likely to engage in risky behaviors, have lower grades in elementary school and during adolescence, and have a history of counseling in elementary school for academic problems, compared with peers who prefer other types of music. 47
Music videos have been sources of violent content for decades. Content analysis has shown that more than 80% of the violence in music videos is perpetrated by attractive role models and that music videos mainly depict acts of violence against women and people in minority groups. 48 In many music videos, violent scenes are of a sexual nature. In addition, artistic choices and editing may juxtapose violence with images such as beautiful scenery, potentially linking violence to pleasurable experiences. 49 Several studies that focused on violence in rap music found that this genre contains more violent content than other genres. They also found that viewers of rap music videos were more likely to accept the use of violence, to accept violence against women, and to commit violent or aggressive acts themselves. 49
Several researchers have described an increase in violent content in movies, despite a national rating system. For example, studies have found that 91% of movies on television contain violence, including extreme violence. 11,36 Although film ratings and advisory labels can help parents decide on movies to avoid, certain labels, such as “parental discretion advised” and the R rating, have been shown to attract children, especially boys. 33,35,36 In 2003, 10 million adolescents aged 10 to 14 years, including 1 million 10-year-olds, had been exposed to that year’s most popular R-rated film. 11 One study found that between 2012 and 2017, there were twice as many negative themes—most commonly associated with violence—as positive themes depicted in the 25 top-grossing R-rated films. 50 Researchers have also noted that the amount of gun violence in top-grossing PG-13 films has more than tripled since the introduction of the rating in 1985. 51 In 2012, PG-13 films actually contained more gun violence than R-rated films. 52 Further, violence is even present in movies that are not considered to be violent, such as animated films. 53
1. Surgeon General’s Scientific Advisory Committee on Television and Social Behavior. Television and growing up: the impact of televised violence. Report to the Surgeon General, United States Public Health Service. U.S. Government Printing Office; 1972. DHEW publication no. HSM 72-9090. Accessed October 16, 2020. https://collections.nlm.nih.gov/ext/document/101584932X543/PDF/101584932X543.pdf
2. World Health Organization. Definition and typology of violence. Accessed July 19, 2020.
3. American Academy of Family Physicians. Violence (reviewed and approved 2014). Accessed October 16, 2020. https://www.aafp.org/about/policies/all/violence-position-paper.html
4. Centers for Disease Control and Prevention. 10 leading causes of death by age group, United States -- 2018. Accessed July 19, 2020. https://www.cdc.gov/injury/images/lc-charts/leading_causes_of_death_by_age_group_2018_1100w850h.jpg
5. Centers for Disease Control and Prevention. Firearm violence prevention. Accessed October 20, 2020. https://www.cdc.gov/violenceprevention/firearms/fastfact.html
6. Children’s Defense Fund. Protect children, not guns 2019. Accessed July 31, 2020. https://www.childrensdefense.org/wp-content/uploads/2019/09/Protect-Children-Not-Guns-2019.pdf
7. Children’s Defense Fund. The state of America’s children 2020. Accessed July 19, 2020. https://www.childrensdefense.org/policy/resources/soac-2020-overview
8. Gramlich J. What the data says about gun deaths in the U.S. Pew Research Center; 2019. Accessed October 16, 2020. https://www.pewresearch.org/fact-tank/2019/08/16/what-the-data-says-about-gun-deaths-in-the-u-s/
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10. Huesmann LR. The impact of electronic media violence: scientific theory and research. J Adolesc Health . 2007;41(6 Suppl 1):S6-S13.
11. Worth KA, et al. Exposure of US adolescents to extremely violent movies. Pediatrics . 2008;(122)2:306-312.
12. American Academy of Pediatrics. Family media plan. Accessed October 19, 2020. https://www.healthychildren.org/English/media/Pages/default.aspx
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16. Brown JA. Television “Critical Viewing Skills” Education: Major Media Literacy Projects in the United States and Selected Countries. Routledge; 1991.
17. PC Magazine Encyclopedia. Digital media. Accessed October 20, 2020. https://www.pcmag.com/encyclopedia/term/digital-media
18. Smith R. What is digital media? Centre for Digital Media; 2013. Accessed August 22, 2020. https://thecdm.ca/news/what-is-digital-media
19. Pew Research Center. A third of Americans live in a household with three or more smartphones. May 25, 2017. Accessed October 16, 2020. https://www.pewresearch.org/fact-tank/2017/05/25/a-third-of-americans-live-in-a-household-with-three-or-more-smartphones/
20. Dolliver M. U.S. time spent with media 2019. eMarketer; 2019. Accessed October 16, 2020. https://www.emarketer.com/content/us-time-spent-with-media-2019
21. Rideout VJ, Foehr UG, Roberts DF. Generation M 2 : media in the lives of 8- to 18-year-olds. The Henry J. Kaiser Family Foundation; 2010. Accessed July 19, 2020. https://files.eric.ed.gov/fulltext/ED527859.pdf
22. Rideout V, Robb MB. The Common Sense census: media use by tweens and teens, 2019. Common Sense Media; 2019. Accessed October 16, 2020.
23. National Institute of Mental Health. Television and behavior: ten years of scientific progress and implications for the eighties. Vol. I: summary report. U.S. Government Printing Office; 1982. DHHS publication no. ADM 82-1195. Accessed October 16, 2020. https://files.eric.ed.gov/fulltext/ED222186.pdf
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25. O’Toole ME. The school shooter: a threat assessment perspective. Federal Bureau of Investigation; 1999. Accessed October 16, 2020. https://www.fbi.gov/file-repository/stats-services-publications-school-shooter-school-shooter/view
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(2004) (January 2022 COD)
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IMAGES
COMMENTS
Secondly, the effect size of media violence is the same or larger than the effect size of many other recognized threats to public health. In Figure 1 from Bushman and Huesmann , the effect sizes for many common threats to public health are compared with the effect that media violence has on aggression. The only effect slightly larger than the ...
Media Exposure and Copycat Crimes. While many scholars do seem to agree that there is evidence that media violence—whether that of film, TV, or video games—increases aggression, they disagree about its impact on violent or criminal behavior (Ferguson, 2014; Gunter, 2008; Helfgott, 2015; Reiner, 2002; Savage, 2008).Nonetheless, it is violent incidents that most often prompt speculation that ...
However, later research by psychologists Douglas Gentile and Brad Bushman, among others, suggested that exposure to media violence is just one of several factors that can contribute to aggressive behavior. Other research has found that exposure to media violence can desensitize people to violence in the real world and that, for some people ...
Much of the research on exposure to violent media has focused on visual media, such as television, movies, and video games; 17,32,33 or aggregated exposure across types. 34 Less is known about aural influences, like violent music, although studies exist: In one longitudinal study of adolescents, listening to aggression in music was associated ...
Published in JAMA Pediatrics, the review found that exposure to violent media increases the likelihood of aggressive behavior, thoughts and feelings. The review also found media decreases the ...
However, much of the past research on media violence has focused on short-term effects and reported significant relations only for boys. This study draws on social-cognitive observational-learning theory, desensitization theory, and social comparison theory to examine the longitudinal relationship between early exposure to TV violence and adult ...
For example, media violence exposure has been found to be positively related to more anger, a higher level of hostility, and increased accessibility to aggression-related concepts. Experimental studies on media violence effects have consistently demonstrated that short-term exposure to media violence can increase aggressive behaviors.
Abstract Media violence poses a threat to public health inasmuch as it leads to an increase in real-world violence and aggression. Research shows that fictional television and film violence contribute to both a short-term and a long-term increase in aggression and violence in young viewers. Television news violence also contributes to increased violence, principally in the form of imitative ...
Violent content appears frequently in screen and audio media and takes many forms, including physical and relational aggression, gory images, violent stereotypes, and cyberbullying. Over six decades of research demonstrates that different types of media violence have significant detrimental effects, both immediately and in the long term.
Karyn Riddle (Ph.D., University of California, Santa Barbara) is the Robert Taylor Professor in Strategic Communication in the School of Journalism and Mass Communication, University of Wisconsin, Madison. Her research focuses on the psychology of media effects with an emphasis on the effects of exposure to media violence. Recent research has focused on the prevalence and effects of violent ...
Controlling for other factors, Huesmann and Eron (1986) found that exposure to television violence was associated with later aggression for girls but not boys and Sheehan, 1986, Wiegman et al., 1985 found no association between TV violence exposure and aggression. In short, the relationship between exposure to media violence and aggression has ...
The notion that violence in the media contributes to the development of aggressive behaviour has been supported by meta-analyses 1 of relevant research. 2,3 However, there is continuing debate about (1) methodological approaches used in the research and their generalisability, and (2) the extent to which media violence affects children and young people. 4-8 This debate shows the typical ...
Desensitization to media violence has also been found to influence individuals' reactions to real life violence. In two experiments, Thomas, Horton, Lippencott, and Drabman (1977) had children and adults view either an 11-min excerpt from a violent program or nothing prior to watching videotaped scenes of "real life" vio- lence.
Related research: A 2015 research roundup, "The Contested Field of Violent Video Games," gives an overview of recent scholarship on video games and societal violence, including ones that support a link and others that refute it. Also of interest is a 2014 research roundup, "Mass Murder, Shooting Sprees and Rampage Violence."
media (KFF, 2010). The most comprehensive content analysis of TV violence - the National Television Violence Study - was conducted in the mid-1990s (Smith, Wilson, Kunkel, Linz, Potter, Colvin, &. onnerstein, 1998). It coded more than 10,000 hours of programming across 23 channels, including cable and broadcast networks, PBS, and daytime as ...
New evidence links TV viewing to violent behavior. Teens and young adults who watch more than 3 hours of TV a day are more than twice as likely to commit an act of violence later in life, compared to those who watch less than 1 hour, according to a new study. The authors of this and similar studies say the causal link between TV and aggressive ...
Since the early 1960s, research evidence has been accumulating that suggests that exposure to violence in television, movies, video games, cell phones, and on the Internet increases the risk of violent behavior on the viewer's part, just as growing up in an environment filled with real violence increases the risk of them behaving violently. In the current review this research evidence is ...
Violent media and aggression. In 2015, the American Psychological Association published a press release stating that playing violent video games is linked to aggression (APA, Citation 2015).This decision proved controversial, as some believe that there is no link between violent media and aggression (Ferguson et al., Citation 2020).In particular, it has been argued that experimental studies of ...
Several studies have shown that in the long run, habitual exposure to media violence may reduce anxious arousal in response to depictions of violence. Research has found that the more time individuals spent watching violent media depictions, the less emotionally responsive they became to violent stimuli (e.g., Averill, Malstrom, Koriat ...
Constant Exposure to Violent Media Via Technology May Lead to Poorer Mental Health. Today, the violence shown on the news media may especially impact people's mental health. New technology means that violent events, including terrorist attacks, school shootings, and natural disasters, can be filmed and reported on immediately, and media ...
Complementary research studies have also found that children who watch many hours of violence on TV tend to be more aggressive as teenagers and adults. These findings don't necessarily imply that exposition to violence is a cause of aggressive behavior, but rather recognize it as a factor that may contribute to aggressive conduct.
The study of violence in mass media analyzes the degree of correlation between themes of violence in media sources (particularly violence in video games, television and films) with real-world aggression and violence over time.Many social scientists support the correlation, [1] [2] [3] however, some scholars argue that media research has methodological problems and that findings are exaggerated.
For example, studies have found that 91% of movies on television contain violence, including extreme violence. 11,36 Although film ratings and advisory labels can help parents decide on movies to ...